OTChi Kocchi [BxGs] Complete Game

A place for game announcements, and for people to discuss games being made.
Forum rules
Please read the sticky before creating a new topic. Linking to Kickstarter/Crowdfunded games requires a demo. Updates to Patreon-backed games may be posted once every 2 months. Adult content should not be posted in this forum.
Message
Author
User avatar
Clayton Barnett
Regular
Posts: 80
Joined: Wed Sep 12, 2012 12:20 pm
Projects: OKaverse VNs
Organization: 3-AR Studios LLC
Location: Ohio
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#61 Post by Clayton Barnett » Thu May 23, 2013 7:58 pm

I took this week off my day job to work on what's really important. That is, all those things my wife wants done around the house.

But, when she goes off to work and the girls are in school, screw that! It's writing time!

So, I am pleased to announce the completion of Atti's script. 19,000 words, nine menus, six points tests. Much darker than Rimu's story, but with many pleasant moments as well. Yuki is so cute! And like any kid, always saying the wrong thing! I very much enjoyed getting to know Atti's USMC friends, Mitch and Will. And what a sex drive that woman has!* Act 4 was longer than I'd anticipated, but Act 5 was short, and wrapped everything up nicely. If the player makes it that far, of course.

The writing was easier; like anything else, the more you do it.... Maybe I need to take another week off?

There's a bit more at our devblog about me starting Aoi's story tomorrow afternoon; Friday morning I have many commitments, but I'm hoping for at least 2500 words; God and family willing, I can get her story done by Monday morning. I think I can categorically say that our original projected release date of Halloween 2013 is now trash. It should be much sooner. Will's moving ahead on the art and I've lots of vacation and sick hours to use; not since looking after my girls from years 1-6 have I been so motivated! Early mornings and late nights, but I love this work. Thank you, PyTom!

Once the scripts are complete, I'll be haunting the coding fora more... there are a few, simple effects I want, but I've total confidence in you all, our koinonia.

Thanks to all for your continued support!

*If not mentioned already, our commercial release will now be PG-13 or ESRB: Teen. Didn't affect Rimu's path much. Huge effect on my original script of Atti's. Only a tiny change to the end of Aoi's story. Had to clean up the deaths in Aris' path, though. Corpses everywhere.

lemuel
Regular
Posts: 175
Joined: Tue Mar 31, 2009 6:55 pm
Projects: What is Life When the Golden is Gone?
Location: Samsara
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#62 Post by lemuel » Mon May 27, 2013 2:40 pm

And I am happy to edit them when you are finished them.

User avatar
Clayton Barnett
Regular
Posts: 80
Joined: Wed Sep 12, 2012 12:20 pm
Projects: OKaverse VNs
Organization: 3-AR Studios LLC
Location: Ohio
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#63 Post by Clayton Barnett » Mon Jun 17, 2013 6:10 pm

For those of y'all that don't follow our devblog... yeah, most... I thought I'd pop in with an update.

The script is complete. MS Word puts it at 233 pages and over 93,000 words. About 15% of that is 'pre-code', or, essentially, stage direction for me, Will, and anyone editing it. There are still one or two areas that I'm not happy with and will flog once I start coding; I've in- and out-house editing being done right now, and am sure everyone shall have an opinion. Fortunately, I only have to listen to my wife's and Will's... and I only have to do what he asks....

Rimu and Atti have the longest stories, as theirs are stand-alone. We've already sequels planned for Aoi and Aris. Aoi's shall be another VN; we're not sure about the other. I'd love to get an anime for Aris' crowd-funded on Kickstarter or Anipipo. That's for the future.

Ran across the SnowBlossom command recently; good Lord, but will that solve problems! Rain, snow, plexiglass... it's everywhere! It seems to be a memory-hog, but I've no time for subtlety at this point. I am still trying to get a handle on an effect that will be like looking out a train window at passing scenery... a looped pan of some sort? I'm sure one you know far better than I.

About two weeks ago, Will showed me the line drawings for the new sprites. Later that day I had a medical appointment, and the nurse was a bit taken aback that my BP was 193/91. I was still that pumped up from what he showed me... you people are going to be rocked right back on your heels when you see this!

Must run Daughter #2 to club activities, but more to follow, soon. As always, thanks for you support!

User avatar
whatle02
Regular
Posts: 35
Joined: Mon Sep 17, 2012 12:18 pm
Projects: OTChi Kocchi
Organization: 3-AR Studios
Location: Columbus
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#64 Post by whatle02 » Thu Jun 27, 2013 12:10 am

As progress continues on the full game, I figure I could revisit the GUI and game screens.

Thoughts on this alternative?

prolouge.jpg

User avatar
Nuxill
Veteran
Posts: 464
Joined: Sat Sep 25, 2010 4:50 pm
Projects: No Friend
Tumblr: nuxill
itch: nuxill
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#65 Post by Nuxill » Thu Jun 27, 2013 4:23 am

I think it looks cute design wise, but why isn't the font for the menu anti aliased?

User avatar
whatle02
Regular
Posts: 35
Joined: Mon Sep 17, 2012 12:18 pm
Projects: OTChi Kocchi
Organization: 3-AR Studios
Location: Columbus
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#66 Post by whatle02 » Thu Jun 27, 2013 8:17 am

Nuxill wrote:I think it looks cute design wise, but why isn't the font for the menu anti aliased?

Thanks for the response and feedback! The anti aliased edit normally comes in the final phase of my design when involving text. This is just a mock up of several. Trying to decide which one works best.

User avatar
whatle02
Regular
Posts: 35
Joined: Mon Sep 17, 2012 12:18 pm
Projects: OTChi Kocchi
Organization: 3-AR Studios
Location: Columbus
Contact:

Re: OTChi Kocchi [BxGs] Complete Game

#67 Post by whatle02 » Sat Aug 24, 2013 12:23 pm



A year and a few days removed from never writing a visual novel (Clayton) to me not even know what one was, we've finished OTChi Kocchi! 80K words, 20 menus, 21 endings, and over 20 characters to interact with!

We are off to have it's official release at Ohio's own Matsuricon in a panel called "Making and Marketing a Visual Novel: Our Experience".

This has been a wonderful year and we look forward to the many projects we have here at 3-AR Studios!

There will be an official "Completed Game" post within a few days.

Please feel free to share any reviews or comments! It helps us grow and continue to improve in every artistic medium.

Post Reply

Who is online

Users browsing this forum: Bing [Bot]